This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 3:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 5:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 7:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 4:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 9:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 4:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 5:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 8:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.

MelvinB@Posted: Mon Apr 25, 2005 7:35 pm :

smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map

It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".

Method@Posted: Mon Apr 25, 2005 11:46 pm :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method

Tetzlaff@Posted: Tue May 03, 2005 6:27 pm :

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 10:36 pm :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it). Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method

Tetzlaff@Posted: Wed May 04, 2005 6:36 am :

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

Method@Posted: Wed May 04, 2005 7:05 am :

Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.

MelvinB@Posted: Mon Apr 25, 2005 7:35 pm :

smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map

It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".

Method@Posted: Mon Apr 25, 2005 11:46 pm :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method

Tetzlaff@Posted: Tue May 03, 2005 6:27 pm :

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 10:36 pm :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it). Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method

Tetzlaff@Posted: Wed May 04, 2005 6:36 am :

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

Method@Posted: Wed May 04, 2005 7:05 am :

Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method

Method@Posted: Wed Mar 16, 2005 2:13 am :

D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 3:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 5:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 7:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 4:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 9:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 4:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 5:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 8:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.

MelvinB@Posted: Mon Apr 25, 2005 7:35 pm :

smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map

It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".

Method@Posted: Mon Apr 25, 2005 11:46 pm :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method

Tetzlaff@Posted: Tue May 03, 2005 6:27 pm :

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 10:36 pm :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it). Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method

Tetzlaff@Posted: Wed May 04, 2005 6:36 am :

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

Method@Posted: Wed May 04, 2005 7:05 am :

Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.

MelvinB@Posted: Mon Apr 25, 2005 7:35 pm :

smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map

It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".

Method@Posted: Mon Apr 25, 2005 11:46 pm :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method

Tetzlaff@Posted: Tue May 03, 2005 6:27 pm :

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 10:36 pm :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it). Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method

Tetzlaff@Posted: Wed May 04, 2005 6:36 am :

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

Method@Posted: Wed May 04, 2005 7:05 am :

Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method

Method@Posted: Wed Mar 16, 2005 2:13 am :

D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 3:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 5:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 7:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 4:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 9:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 4:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 5:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 8:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.

MelvinB@Posted: Mon Apr 25, 2005 7:35 pm :

smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map

It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".

Method@Posted: Mon Apr 25, 2005 11:46 pm :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method

Tetzlaff@Posted: Tue May 03, 2005 6:27 pm :

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 10:36 pm :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it). Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method

Tetzlaff@Posted: Wed May 04, 2005 6:36 am :

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

Method@Posted: Wed May 04, 2005 7:05 am :

Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method

Method@Posted: Wed Mar 16, 2005 1:13 am :

D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 3:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 5:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 7:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 4:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 9:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 4:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 5:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 8:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?_________________ Staff
Learn something today? Why not write an article about it on modwiki.net?

Method@Posted: Thu Mar 17, 2005 4:15 am Post subject: :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?

Method@Posted: Thu Mar 17, 2005 4:15 am :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method

rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :

Stickied, although I think it gets lost among all the other stickied threads here.

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English.

Method@Posted: Tue Mar 29, 2005 3:59 am :

I'll add your link to the MISC section.

Method

Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!

Method@Posted: Sat Apr 09, 2005 4:15 am :

I thought d3ctf1 and d3ctf4 were very open maps.

Method

MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :

Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's.

I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack._________________....to forget

Last edited by MelvinB on Mon Apr 25, 2005 6:37 pm; edited 1 time in total

Method@Posted: Mon Apr 25, 2005 10:46 pm Post subject: :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters itÃÂ´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 9:36 pm Post subject: :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters itÃÂ´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

AerithScar@Posted: Wed Apr 13, 2005 8:53 pm :

I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.

MelvinB@Posted: Mon Apr 25, 2005 6:35 pm :

smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map

It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".

Method@Posted: Mon Apr 25, 2005 10:46 pm :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method

Tetzlaff@Posted: Tue May 03, 2005 5:27 pm :

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 9:36 pm :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it). Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method

Tetzlaff@Posted: Wed May 04, 2005 5:36 am :

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

Method@Posted: Wed May 04, 2005 6:05 am :

Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.

MelvinB@Posted: Mon Apr 25, 2005 6:35 pm :

smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map

It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".

Method@Posted: Mon Apr 25, 2005 10:46 pm :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method

Tetzlaff@Posted: Tue May 03, 2005 5:27 pm :

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 9:36 pm :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it). Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method

Tetzlaff@Posted: Wed May 04, 2005 5:36 am :

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

Method@Posted: Wed May 04, 2005 6:05 am :

Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.

MelvinB@Posted: Mon Apr 25, 2005 6:35 pm :

smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map

It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".

Method@Posted: Mon Apr 25, 2005 10:46 pm :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method

Tetzlaff@Posted: Tue May 03, 2005 5:27 pm :

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 9:36 pm :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it). Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method

Tetzlaff@Posted: Wed May 04, 2005 5:36 am :

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

Method@Posted: Wed May 04, 2005 6:05 am :

Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.

MelvinB@Posted: Mon Apr 25, 2005 6:35 pm :

smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map

It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".

Method@Posted: Mon Apr 25, 2005 10:46 pm :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method

Tetzlaff@Posted: Tue May 03, 2005 5:27 pm :

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 9:36 pm :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it). Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method

Tetzlaff@Posted: Wed May 04, 2005 5:36 am :

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

Method@Posted: Wed May 04, 2005 6:05 am :

Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack._________________....to forget

Last edited by MelvinB on Mon Apr 25, 2005 6:37 pm; edited 1 time in total

Method@Posted: Mon Apr 25, 2005 10:46 pm Post subject: :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters itÃÂ´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 9:36 pm Post subject: :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters itÃÂ´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

AerithScar@Posted: Wed Apr 13, 2005 8:53 pm :

I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.

MelvinB@Posted: Mon Apr 25, 2005 6:35 pm :

smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map

It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".

Method@Posted: Mon Apr 25, 2005 10:46 pm :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method

Tetzlaff@Posted: Tue May 03, 2005 5:27 pm :

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 9:36 pm :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it). Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method

Tetzlaff@Posted: Wed May 04, 2005 5:36 am :

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

Method@Posted: Wed May 04, 2005 6:05 am :

Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.

MelvinB@Posted: Mon Apr 25, 2005 6:35 pm :

smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map

It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".

Method@Posted: Mon Apr 25, 2005 10:46 pm :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method

Tetzlaff@Posted: Tue May 03, 2005 5:27 pm :

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 9:36 pm :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it). Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method

Tetzlaff@Posted: Wed May 04, 2005 5:36 am :

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

Method@Posted: Wed May 04, 2005 6:05 am :

Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.

MelvinB@Posted: Mon Apr 25, 2005 6:35 pm :

smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map

It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".

Method@Posted: Mon Apr 25, 2005 10:46 pm :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method

Tetzlaff@Posted: Tue May 03, 2005 5:27 pm :

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 9:36 pm :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it). Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method

Tetzlaff@Posted: Wed May 04, 2005 5:36 am :

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

Method@Posted: Wed May 04, 2005 6:05 am :

Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack._________________....to forget

Last edited by MelvinB on Mon Apr 25, 2005 6:37 pm; edited 1 time in total

Method@Posted: Mon Apr 25, 2005 10:46 pm Post subject: :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters itÃÂ´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 9:36 pm Post subject: :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters itÃÂ´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

AerithScar@Posted: Wed Apr 13, 2005 8:53 pm Post subject: :

I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).

Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack._________________....to forget

Last edited by MelvinB on Mon Apr 25, 2005 6:37 pm; edited 1 time in total

Method@Posted: Mon Apr 25, 2005 10:46 pm Post subject: :

The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters itÂ´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Method@Posted: Tue May 03, 2005 9:36 pm Post subject: :

Tetzlaff wrote:

Method wrote:

You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters itÂ´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.

Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.

Method@Posted: Wed May 04, 2005 6:05 am Post subject: :

Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?_________________ Staff
Learn something today? Why not write an article about it on D3 Wiki?

Method@Posted: Thu Mar 17, 2005 4:15 am Post subject: :

Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.

Enforcer@Posted: Sat Apr 09, 2005 3:23 am Post subject: :

If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!!